MSX (computer standard): Difference between revisions

Replaced copyrighted file with similar subject (Quite possibly same machine and desk), on Wikimedia Commons
(→‎Specs: tabbed)
(Replaced copyrighted file with similar subject (Quite possibly same machine and desk), on Wikimedia Commons)
 
(5 intermediate revisions by 3 users not shown)
Line 1:
{{Useful Notes|wppage=MSX}}
{{trope}}
[[Filefile:MSXYAMAYAMA.jpgJPG|frame|Yamaha MSX machine used in Soviet schools]]
 
One more piece of evidence pointing to the fact that TV shows weren't the only things that could be [[Too Good to Last]]. The '''MSX''' was a peculiar system that straddled the border between consoles and home computers. It was the brainchild of Kazuhiko Nishi, then [[Microsoft]]'s Vice-President for the Far Eastern operations and chief executive of Microsoft Japan. It was inspired in part by the success of the [[VCR|VHS]] standard and intended to popularize home computers in Japan.
Line 6:
Nishi first conceived the standardized home computer when he observed VHS's impact on the Japanese economy, and believed that the same could be achieved in the computer market. Together with ASCII Corporation, the major Japanese publishing house specializing in computer literature and software, he founded the MSX consortium to develop a standard 8-bit computer specification. It was based on popular and inexpensive off-the-shelf components, and released it to public in 1983. Any manufacturer could build a computer based on it. In fact, Nishi attempted to do the same thing in the home computer market that Don Estridge did two years before with the PC, and, arguably, some of his design decisions made more sense than Estridge's.
 
Based partially on the [[ColecovisionColecoVision]]/Adam home computer and [[Sega]] SG-1000 console, it offered a powerful (for the time) 8-bit system using the Z80 [[CPU]] and Texas Instruments' TMS9918 [[GPU]]. Most MSX systems offered 64K of the main memory from the outset, at a time when the first series of the [[ZX Spectrum]] had only 16K, and it could provide arcade-quality graphics at the fraction of the cost. In fact, it was often called ''the'' best Z80-based system of all time. Also, as it was based on the console that later evolved into the groundbreaking [[Sega Master System]], it made porting easier. It also had not one, but ''two'' cartridge slots connecting to the system bus, allowing for system expandability and avoiding the cheap but cumbersome and unreliable cassette tape distribution system.
 
Later generations of the standard improved the machine's capabilities even more, and with Yamaha getting involved in the technical development, it acquired more and more features of a business machine. In the most popular revision of the standard, MSX2 (1987), 3.5" floppies became the standard equipment, video was upgraded by the installation of Yamaha 9938/9958 GPUs (successors to the original 9918), most machines had at least 128K RAM, and Microsoft supplied its latest versions of BASIC and DOS. Most of the MSX machines produced were MSX2s, and major Japanese and Korean hardware manufacturers like Sony, Yamaha, Toshiba, Samsung, and Panasonic produced, in all, about 5 million of the machines in all versions.
 
In Japan, the MSX was ''the'' home computer of the '80s (the [[PC -88]] and later on the [[PC 98]] and [[Sharp X 68000X68000]] being the only true competition it had). Top-flight software houses like [[Konami]] (if there was no Konami for the MSX, [[What Could Have Been|we might not be discussing the MSX]]), [[Hudson Soft]], [[Compile]], [[Square Enix]], and [[Kirby|HAL]] [[Super Smash Bros.|Laboratory]] contributed hugely to its success. In fact, Konami started its business developing solely for the MSX. [[Nintendo]] similarly opened up HAL expressly for Satoru Iwata (now the President of Nintendo) and his friends to compete in the PC market under another name, in case it flopped; It didn't -- HAL Labs also ended up doing plenty of NES games as well.
 
Unfortunately, the computer [[Americans Hate Tingle|never took off in the US or UK]], where the [[Commodore 64]] and later the [[Nintendo Entertainment System]] (in the US) and ZX Spectrum and Master System (in Europe) would dominate. This is largely because Japanese manufacturers were wary of the intensely competitive Western market and were content with the huge domestic demand. The fact that the UK gaming and home computing community immediately developed immense animosity to the platform, which was seen as a threat to such British establishments as the [[ZX Spectrum|Speccy]] and [[BBC Micro]], didn't help either.
Line 18:
Also, the [[Soviet Union]] started a high school informatics program in 1985, and—as domestic industry couldn't satisfy the demand—struck a pretty lucrative deal with Yamaha, acquiring huge numbers of MSX and then MSX2 machines more or less cheaply for use in high schools. (A similar action on the UK's part jump-started the Speccy's popularity.) It didn't go on sale, but still enjoyed great popularity among the students due to its immense gaming library (oh, ''[[Metal Gear]]''!), impeccable build quality, and [[Made of Indestructium|excellent durability]]—especially compared to some of the more ramshackle local designs, which often didn't survive even one school year. The same story happened in many Arabian countries where MSX was marketed as ''Sakhr''.
 
As the 80s wore on, however, updates became somewhat sluggish, the standard started to fall behind the times. Microsoft, now getting most of its revenue from the PC market, lost interest in the project, and, with ASCII concentrating on its core publishing business, it gradually became abandoned. Unfortunately, unlike the PC, with which it shared many ideas and architectural similarities, the MSX was never marketed like a business machine—a significant oversight, as Brazil's case showed, that eventually doomed the very promising system. (The [[PC 98]] line, meanwhile, ''was'', and it really began to tell in sales around 1987-88 or so.) With its prime movers losing interest, the software manufacturers threw their complete support behind either Nintendo's [[Famicom]], [[Super Famicom]] and [[Game Boy]], Sharp's [[Sharp X 68000X68000|X68000]], Sega's [[Sega Genesis|Mega Drive]] and [[Game Gear]] as it was to late for the [[Sega Master System|Mark III in Japan]] or NEC's [[PC 98]] and [[TurboGrafx-16|PC Engine]] offerings, and both [[PlayStation|Sony]] and [[Xbox|Microsoft]] would later go on to make other video game systems. A few of the games for it can be found on Nintendo's [[Virtual Console]] in Japan, and as [[Embedded Precursor|part of]] ''[[Metal Gear Solid 3: Snake Eater]]: [[Updated Rerelease|Subsistence]]''.
 
The console retains significant fan-followings in places like Brazil and Japan. Most notably, three MSX fanatics were the people who created the freeware Windows game ''[[La-Mulana]]'', which uses an MSX-like graphical style, has the main character using an MSX (and later an [[MSX 2]]), and includes multiple references to (and even some imitation gameplay samples of) famous and obscure MSX/MSX2 games.
Line 37:
Graphics=
The main power of the MSX lay in its [[GPU]], which was one of the most powerful and sophisticated 2D graphics engines ''ever''. It was an extremely advanced (for its time) video coprocessor, supporting not only simple tile-based graphics and sprites, like Famicom's one, but also featured a lots of graphics modes (text was actually output as a set of tiles on the graphics screen, allowing their free combination); hardware-accelerated bit copy, area fill, line draw, scrolling, etc; and even a limited overlay support in later versions.
* Even its first version, Texas Instruments' TMS9918, used also in the [[ColecovisionColecoVision]], [[Other Sega Systems|Sega SG-1000]] and [[TI-99]], had such capabilities:
** 16 KB of video RAM
** 40x24, 32x24 text and 256x192 graphics modes
Line 98:
** ''Knightmare III: Shalom''
* The first two games in the ''[[Metal Gear]]'' franchise
** ''[[Metal Gear 1987(video game)|Metal Gear]]'' (before it was ported to the NES)
** ''[[Metal Gear 2: Solid Snake]]'' (Technically the third game, but ''[[Snake's Revenge]]'' for the NES was not a Kojima game and thus not part of the main continuity)
* ''[[Parodius]]'' (Yes, it started out on the MSX, [[Sequel Displacement|not with the arcade game]] ''Parodius Da!''.)
* ''Payload''
Line 144:
* ''[[Rally-X]]''
* ''[[River Raid]]''
* ''Seiken Acho'' (renamed port of IREM's ''[[Kung -Fu Master]]'')
* ''[[Scramble|Super Cobra]]''
* ''[[Taiyou no Shinden Asteka II]]''
Line 167:
{{reflist}}
[[Category:Videogame Systems]]
[[Category:Short Titles]]
[[Category:Index]]
[[Category:MSX]]
[[Category:Pages with working Wikipedia tabs]]
[[Category:Short Titles{{PAGENAME}}]]